pandemonium_engine/modules/props/prop_instance.cpp

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/*************************************************************************/
/* prop_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "prop_instance.h"
#include "../mesh_data_resource/nodes/mesh_data_instance.h"
#include "scene/3d/light.h"
#include "scene/3d/physics_body.h"
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#include "scene/resources/material/shader_material.h"
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#include "scene/resources/material/spatial_material.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../mesh_data_resource/props/prop_data_mesh_data.h"
#endif
#include "./props/prop_data_entry.h"
#include "./props/prop_data_light.h"
#include "./props/prop_data_prop.h"
#include "./props/prop_data_scene.h"
#include "./props/prop_data_static_body.h"
#include "./props/prop_data_tiled_wall.h"
#include "tiled_wall/tiled_wall.h"
#include "tiled_wall/tiled_wall_data.h"
Ref<PropData> PropInstance::get_prop_data() {
return _prop_data;
}
void PropInstance::set_prop_data(const Ref<PropData> &data) {
if (_prop_data == data) {
return;
}
_prop_data = data;
if (_building) {
queue_build();
} else {
call_deferred("build");
}
}
Ref<Material> PropInstance::get_material() {
return _material;
}
void PropInstance::set_material(const Ref<Material> &material) {
_material = material;
}
uint32_t PropInstance::get_collision_layer() const {
return _collision_layer;
}
void PropInstance::set_collision_layer(uint32_t p_layer) {
_collision_layer = p_layer;
collision_layer_changed();
}
uint32_t PropInstance::get_collision_mask() const {
return _collision_mask;
}
void PropInstance::set_collision_mask(uint32_t p_mask) {
_collision_mask = p_mask;
collision_mask_changed();
}
void PropInstance::collision_layer_changed() {
}
void PropInstance::collision_mask_changed() {
}
void PropInstance::init_materials() {
call("_init_materials");
}
void PropInstance::_init_materials() {
}
void PropInstance::build() {
call("_build");
}
void PropInstance::queue_build() {
_build_queued = true;
}
void PropInstance::build_finished() {
call("_build_finished");
}
void PropInstance::_build() {
_building = true;
_build_queued = false;
if (!is_inside_tree()) {
return;
}
for (int i = 0; i < get_child_count(); ++i) {
Node *n = get_child(i);
//this way we won't delete the user's nodes
if (n->get_owner() == NULL) {
n->queue_delete();
}
}
if (!_prop_data.is_valid()) {
return;
}
prop_preprocess(Transform(), _prop_data);
}
void PropInstance::_build_finished() {
_building = false;
if (_build_queued) {
call_deferred("build");
}
}
void PropInstance::prop_preprocess(Transform transform, const Ref<PropData> &prop) {
call("_prop_preprocess", transform, prop);
}
void PropInstance::_prop_preprocess(Transform transform, const Ref<PropData> &prop) {
//don't set owners, to help working with the editor
ERR_FAIL_COND(!prop.is_valid());
int count = prop->get_prop_count();
for (int i = 0; i < count; ++i) {
Ref<PropDataEntry> e = prop->get_prop(i);
if (!e.is_valid()) {
continue;
}
Transform t = transform * e->get_transform();
Ref<PropDataProp> prop_entry_data = e;
if (prop_entry_data.is_valid()) {
Ref<PropData> p = prop_entry_data->get_prop();
if (!p.is_valid()) {
continue;
}
prop_preprocess(t, p);
continue;
}
Ref<PropDataTiledWall> tiled_wall_data = e;
if (tiled_wall_data.is_valid()) {
TiledWall *twn = memnew(TiledWall);
twn->set_width(tiled_wall_data->get_width());
twn->set_heigth(tiled_wall_data->get_heigth());
twn->set_data(tiled_wall_data->get_data());
twn->set_collision(tiled_wall_data->get_collision());
twn->set_transform(t);
add_child(twn);
continue;
}
Ref<PropDataScene> scene_data = e;
if (scene_data.is_valid()) {
Ref<PackedScene> sc = scene_data->get_scene();
if (!sc.is_valid()) {
continue;
}
Node *n = sc->instance();
add_child(n);
Spatial *sp = Object::cast_to<Spatial>(n);
if (sp) {
sp->set_transform(t);
}
continue;
}
Ref<PropDataLight> light_data = e;
if (light_data.is_valid()) {
OmniLight *light = memnew(OmniLight);
add_child(light);
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light->set_param(Light::PARAM_RANGE, light_data->get_light_range());
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light->set_param(Light::PARAM_ATTENUATION, light_data->get_light_attenuation());
light->set_color(light_data->get_light_color());
light->set_param(Light::PARAM_ENERGY, light_data->get_light_energy());
light->set_param(Light::PARAM_INDIRECT_ENERGY, light_data->get_light_indirect_energy());
light->set_negative(light_data->get_light_negative());
light->set_param(Light::PARAM_SPECULAR, light_data->get_light_specular());
light->set_transform(t);
continue;
}
Ref<PropDataStaticBody> static_body_data = e;
if (static_body_data.is_valid()) {
Node *static_body = static_body_data->processor_get_node_for(t);
add_child(static_body);
continue;
}
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
Ref<PropDataMeshData> mesh_data = e;
if (mesh_data.is_valid()) {
Ref<MeshDataResource> mdr = mesh_data->get_mesh();
if (!mdr.is_valid()) {
continue;
}
MeshDataInstance *mdi = memnew(MeshDataInstance);
add_child(mdi);
mdi->set_transform(t);
if (_material.is_valid()) {
//duplicate the material, so that textures will work
Ref<Material> mat = _material->duplicate();
Ref<Texture> texture = mdi->get_texture();
if (texture.is_valid()) {
//texture is valid, try to set it into the material
Ref<SpatialMaterial> spmat = mat;
if (spmat.is_valid()) {
spmat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
} else {
Ref<ShaderMaterial> shmat = mat;
if (shmat.is_valid()) {
shmat->set_shader_param("texture_albedo", texture);
}
}
}
mdi->set_material(mat);
}
mdi->set_mesh_data(mdr);
continue;
}
#endif
}
}
PropInstance::PropInstance() {
_build_queued = false;
_building = false;
_collision_layer = 1;
_collision_mask = 1;
}
PropInstance::~PropInstance() {
_prop_data.unref();
}
void PropInstance::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (_prop_data.is_valid()) {
build();
}
}
case NOTIFICATION_EXIT_TREE: {
}
}
}
void PropInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_prop_data"), &PropInstance::get_prop_data);
ClassDB::bind_method(D_METHOD("set_prop_data", "value"), &PropInstance::set_prop_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop_data", "get_prop_data");
ClassDB::bind_method(D_METHOD("get_material"), &PropInstance::get_material);
ClassDB::bind_method(D_METHOD("set_material", "material"), &PropInstance::set_material);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
ClassDB::bind_method(D_METHOD("get_collision_layer"), &PropInstance::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PropInstance::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PropInstance::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask", "layer"), &PropInstance::set_collision_mask);
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
BIND_VMETHOD(MethodInfo("_prop_preprocess",
PropertyInfo(Variant::TRANSFORM, "tarnsform"),
PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData")));
ClassDB::bind_method(D_METHOD("prop_preprocess", "tarnsform", "prop"), &PropInstance::prop_preprocess);
ClassDB::bind_method(D_METHOD("_prop_preprocess", "tarnsform", "prop"), &PropInstance::_prop_preprocess);
//---
BIND_VMETHOD(MethodInfo("_init_materials"));
ClassDB::bind_method(D_METHOD("init_materials"), &PropInstance::init_materials);
ClassDB::bind_method(D_METHOD("_init_materials"), &PropInstance::_init_materials);
//---
ClassDB::bind_method(D_METHOD("build"), &PropInstance::build);
ClassDB::bind_method(D_METHOD("queue_build"), &PropInstance::queue_build);
ClassDB::bind_method(D_METHOD("build_finished"), &PropInstance::build_finished);
BIND_VMETHOD(MethodInfo("_build"));
BIND_VMETHOD(MethodInfo("_build_finished"));
ClassDB::bind_method(D_METHOD("_build"), &PropInstance::_build);
ClassDB::bind_method(D_METHOD("_build_finished"), &PropInstance::_build_finished);
}